EA Is Bringing Out the Worst in BioWare
My first BioWare game was Knights of the Old Republic. At the time, the most RPG experience I’d had was with Final Fantasy games on the Playstation, and while I was a fan of those, they weren’t, you know, Star Wars—the series I was and had been obsessed with since I could recognize the visage of Darth Vader.
Knights of the Old Republic was BioWare’s sixth title, and followed in the footsteps of the previous titles of the studio, emphasizing character-driven storytelling and rich, quest-filled worlds that rewarded players for exploring and poking at the many interlocking systems in each area.
A pattern was emerging, something that would define the studio tentpole releases for years to come. BioWare’s output has become synonymous with this house style—character-rich worlds with an emphasis on dialogue and narrative choice by the player. It’s what brought life to one of my favorite series, Mass Effect, and, ironically, that same series might be the last of that particular design lineage.
Earlier this year, BioWare confirmed that the next entry in the Dragon Age series will include “live game” elements—presumably similar to those seen in MMOs or MMO-like games such as Destiny 2 or BioWare’s upcoming Anthem.
The move breaks from a long history of BioWare’s most critically lauded titles being chiefly focused on the single-player experience, but it’s directly in line with how Electronic Arts (the future publisher of both Dragon Age 4 and Anthem) has publicly embraced microtransactions and subscription models for games.
It’s no secret that Electronic Arts has a long history of acquiring game studios, shaping their releases to bend toward EA profit motives, and, if the studio fails to meet sales expectations, quietly folding it or merging it with another studio—the latest example of this a mere four months ago.
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